Expose the auto-applied pipeline outline and a script-friendly cube mesh so
the screen-space outline can be customized per-scene:
- Graphics.getOutline() -> the pipeline Outline used by the "outline"
render feature (setColor, setWidth, thresholds, softness, clip)
- Graphics.newMeshCube(size) procedural cube factory (per-face normals +
full UVs) for scripted 3D, exposed as gfx.newMeshCube()
- examples/outline/main.nut: interactive lab with editable color, width,
depth/normal thresholds and softness at the top (keys: 1 toggle,
[ / ] thickness, C cycle color)
- test/Outline.cpp: newMeshCube factory + pipeline config test; cube
preview now uses the built-in cube mesh
Add a t3ssel8r-style screen-space outline computed from the G-buffer
hardware depth and world-normal buffers. For each pixel the shader
samples an 8-neighbourhood at a configurable width and flags depth
(silhouette/occlusion) and normal (crease) discontinuities, emitting
vec4(outlineColor, edgeMask) that is SrcAlpha-blended over the scene.
- new graphics::Outline class (mirrors AmbientOcclusion) with color,
width, depth/normal thresholds, softness and clip knobs
- new outline_post.frag + compiled SPIR-V include + compile script
- RenderControl "outline" feature (implies gbuffer, default off) applied
by RenderSystem3D after the forward/hair passes
- Graphics.newOutline + Squirrel binding + test/Outline.cpp (params,
feature toggle, and an interactive cube preview)